Version 2.0.55
My guess is desync starting here
84.135 Warning Commander.cpp:209: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'nauvis' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small
But I literally ...
Search found 207 matches
- Mon Jun 23, 2025 8:48 pm
- Forum: Technical Help
- Topic: Unexpected error occurred.
- Replies: 18
- Views: 1122
- Mon Jun 23, 2025 8:36 pm
- Forum: Bug Reports
- Topic: [2.0.58] Cannot super force build rail signal over some belt location
- Replies: 1
- Views: 253
[2.0.58] Cannot super force build rail signal over some belt location
06-23-2025, 22-11-13.png
Cannot super force build a rail signal over the transport belt here:
06-23-2025, 22-15-28.png
If I build a rail signal (or a ghost of rail signal) next to it, I can always super force build:
06-23-2025, 22-17-43.png
Reproduction steps:
1. Build two rails (can be ...
Cannot super force build a rail signal over the transport belt here:
06-23-2025, 22-15-28.png
If I build a rail signal (or a ghost of rail signal) next to it, I can always super force build:
06-23-2025, 22-17-43.png
Reproduction steps:
1. Build two rails (can be ...
- Sun Jan 26, 2025 11:09 pm
- Forum: Duplicates
- Topic: [2.0.32] Small spitters deal no damage to trees
- Replies: 1
- Views: 336
[2.0.32] Small spitters deal no damage to trees
They would be endlessly spitting on that tree. I would expect them to destroy it. The tree takes no damage.
- Thu Jan 23, 2025 8:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [klonan] [2.0.32] Pinned achievement resizes with server notice GUI
- Replies: 2
- Views: 1519
[klonan] [2.0.32] Pinned achievement resizes with server notice GUI
The first pinned achievement window spreads out for the duration of a player joining a multiplayer game (downloading the map).
The window connection is more obvious when the "player joining" window is above the achievements window.
The window connection is more obvious when the "player joining" window is above the achievements window.
- Mon Jan 06, 2025 10:43 pm
- Forum: Gameplay Help
- Topic: [2.0.29] Achievement triggered, showing 19M/20M
- Replies: 0
- Views: 262
[2.0.29] Achievement triggered, showing 19M/20M
Sorry for the crappy quality. It is a friends Discord stream
- Mon Jan 06, 2025 6:18 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 71
- Views: 25124
Re: Auto-launching of mixed rockets
The vanilla game simply lacks the ability to do that.
- Mixed rockets never auto launch, even if the rocket contains all the items that are needed on the platform.
- You cannot tell a rocket to launch with circuits
- You cannot communicate between orbit and planet. The planet can only read what ...
- Fri Jan 03, 2025 2:13 pm
- Forum: Ideas and Suggestions
- Topic: Group productivity bonuses per research
- Replies: 11
- Views: 1317
Re: Merge productivity bonuses that are of the same type
Agreed. (Technically the other is duplicate of this since this is an earlier report.)
- Fri Jan 03, 2025 1:10 pm
- Forum: Ideas and Suggestions
- Topic: Group productivity bonuses per research
- Replies: 11
- Views: 1317
Re: Merge productivity bonuses that are of the same type
Only reason I can see is that they are made in different machines. Once again, look at belt stack size bonus and mining productivity, where different machines and completely different entities are combined. However, from user perspective there is no reason to make them separate. And they could ...
- Thu Dec 12, 2024 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 71
- Views: 25124
Automatically send mixed rocket
"send rocket when full"
Usecase:
1. produce 1000 science on Gleba of varying quality
2. Load it into a rocket and automatically launch it (when full) to a platform that is requesting all the different qualities of science.
3. The space platform goes to next stop, when it has 1000 science (in total ...
Usecase:
1. produce 1000 science on Gleba of varying quality
2. Load it into a rocket and automatically launch it (when full) to a platform that is requesting all the different qualities of science.
3. The space platform goes to next stop, when it has 1000 science (in total ...
- Tue Dec 10, 2024 6:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.24] Oil refineries can be placed on ice platforms without concrete
- Replies: 5
- Views: 11159
Re: [2.0.24] Oil refineries can be placed on ice platforms without cement
I did not. I wanted to rule out the obvious. Thanks for confirming!
- Tue Dec 10, 2024 4:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.24] Oil refineries can be placed on ice platforms without concrete
- Replies: 5
- Views: 11159
Re: [2.0.24] Oil refineries can be placed on ice platforms without cement
You can hover over the ground and click alt. That will open the wiki and tell you what platform it is.
- Tue Dec 10, 2024 4:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.24] Oil refineries can be placed on ice platforms without concrete
- Replies: 5
- Views: 11159
Re: [2.0.24] Oil refineries can be placed on ice platforms without cement
Can you build other structures there?
Aquilo doesn't always require concrete. Just when the platform is ice-platform. There is a lot of a studier platform in the middle of Aquilo you can place anything on without concrete.
Aquilo doesn't always require concrete. Just when the platform is ice-platform. There is a lot of a studier platform in the middle of Aquilo you can place anything on without concrete.
- Tue Dec 10, 2024 4:29 pm
- Forum: Technical Help
- Topic: [2.0.24] Space platform foundations left on map
- Replies: 6
- Views: 718
Re: [2.0.24] Space platform foundations left on map
In sandbox, you can "be" there with the invisible avatar. That rescans it and the tiles disappear.
I am sure it is related to scanning/radar coverage. Just like this https://forums.factorio.com/120644. But this one is easily reproducible and fixable and wrong.
Developers state there:
So, you ...
I am sure it is related to scanning/radar coverage. Just like this https://forums.factorio.com/120644. But this one is easily reproducible and fixable and wrong.
Developers state there:
So, you ...
- Tue Dec 10, 2024 2:39 pm
- Forum: Technical Help
- Topic: [2.0.24] Space platform foundations left on map
- Replies: 6
- Views: 718
Re: [2.0.24] Space platform foundations left on map
This is so annoying and is definitely a bug (but the dev's disagree, see https://forums.factorio.com/118405)
Our cases are not the same. Linked case https://forums.factorio.com/118405 is about ghosts, this is about built entities.
And the final comment:
All surfaces have "fog of war" because ...
- Tue Dec 10, 2024 2:35 pm
- Forum: Technical Help
- Topic: [2.0.24] Space platform foundations left on map
- Replies: 6
- Views: 718
Re: [2.0.24] Space platform foundations left on map
Wait, why is this in Technical help? Did I misclick? Could somebody move it to Bug reports?
- Tue Dec 10, 2024 1:13 pm
- Forum: Technical Help
- Topic: [2.0.24] Space platform foundations left on map
- Replies: 6
- Views: 718
[2.0.24] Space platform foundations left on map
12-10-2024, 13-56-32.png
Reproduction steps:
Have nothing on a platform.
Expand the plaform like 40 tiles south.
Order deconstruction of everything on the platform.
Observe: There are artefacts left on the map.
Factorio_ Space Age 2.0.24 2024-12-10 14-05-24.mp4
Reading https://forums ...
Reproduction steps:
Have nothing on a platform.
Expand the plaform like 40 tiles south.
Order deconstruction of everything on the platform.
Observe: There are artefacts left on the map.
Factorio_ Space Age 2.0.24 2024-12-10 14-05-24.mp4
Reading https://forums ...
- Tue Dec 03, 2024 1:40 pm
- Forum: Pending
- Topic: [2.0.23] Specific item lanches not launching but are accounted for
- Replies: 10
- Views: 1078
Re: Specific item lanches not launching but are accounted for
The images are not loading for me. Consider putting them into your post directly (paste with ctrl+v didn't work for a while, but it does again! OR drag and drop AND wait for it to upload)
- Tue Dec 03, 2024 1:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.23] Spoilage (should be) auto trashed from a rocket silo when different item is requested
- Replies: 1
- Views: 1578
[Genhis][2.0.23] Spoilage (should be) auto trashed from a rocket silo when different item is requested
12-03-2024, 14-02-23.png
First of all: this is misleading
12-03-2024, 14-14-34.png
12-03-2024, 14-14-57.png
It is not on the way, the rocket is stuck on the launch pad.
Bug reproduction Flux will spoil.zip
Reproduction:
1. Place request flux on a space platform.
2. Place 1000 flux into ...
First of all: this is misleading
12-03-2024, 14-14-34.png
12-03-2024, 14-14-57.png
It is not on the way, the rocket is stuck on the launch pad.
Bug reproduction Flux will spoil.zip
Reproduction:
1. Place request flux on a space platform.
2. Place 1000 flux into ...
- Sat Nov 23, 2024 8:23 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.14] Don't reset the ctrl+F filter when ghost entity is built (replaced by real entity)
- Replies: 3
- Views: 524
Re: [2.0.14] Don't reset the ctrl+F filter when ghost entity is built (replaced by real entity)
It might be resolved now [2.0.21]. I noticed some improvement but didn't investigate further.
The game launches for 300seconds+ for me and I just turned it off
(Lazy bastard)
The game launches for 300seconds+ for me and I just turned it off

- Sat Nov 23, 2024 5:39 pm
- Forum: Duplicates
- Topic: [2.0.21] Wrigglers frozen mid attack
- Replies: 1
- Views: 367
[2.0.21] Wrigglers frozen mid attack
There are wrigglers scattered all over the map. They look like a frozen wave. I think they attacked the outpost, but then a tree got harvested, or maybe something else destroyed the harvester building.
I didn't replicate it, if it is not straightforward, I will try the ideas I suggested.
Video of ...
I didn't replicate it, if it is not straightforward, I will try the ideas I suggested.
Video of ...